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CustomNPC-Plus/src/main/java/noppes/npcs/controllers/data/PlayerAbilityData.java
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package noppes.npcs.controllers.data;
import kamkeel.npcs.controllers.data.ability.Ability;
import kamkeel.npcs.controllers.data.ability.AbilityController;
import kamkeel.npcs.controllers.data.ability.AbilityPhase;
import kamkeel.npcs.controllers.data.ability.UserType;
import kamkeel.npcs.controllers.data.ability.type.AbilityGuard;
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import kamkeel.npcs.controllers.data.telegraph.TelegraphInstance;
import kamkeel.npcs.network.packets.data.telegraph.TelegraphRemovePacket;
import kamkeel.npcs.network.packets.data.telegraph.TelegraphSpawnPacket;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.nbt.NBTTagString;
import net.minecraft.util.DamageSource;
import noppes.npcs.LogWriter;
import noppes.npcs.EventHooks;
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import noppes.npcs.api.ability.IPlayerAbilityData;
import noppes.npcs.api.entity.IPlayer;
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import noppes.npcs.controllers.AnimationController;
import noppes.npcs.controllers.ScriptController;
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import noppes.npcs.controllers.data.Animation;
import noppes.npcs.scripted.NpcAPI;
import noppes.npcs.scripted.event.player.PlayerAbilityEvent;
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import kamkeel.npcs.network.packets.data.ability.PlayerAbilityStatePacket;
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import kamkeel.npcs.network.packets.data.ability.PlayerAbilitySyncPacket;
import java.util.ArrayList;
import java.util.Iterator;
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import java.util.List;
/**
* Manages player ability data - unlocked abilities, selection, cooldowns, and execution.
* Players reference abilities by key (built-in keys or preset names), never customized copies.
* <p>
* Key differences from NPC DataAbilities:
* - Universal cooldown (shared across all abilities)
* - Player manually selects ability (no weighted random)
* - Conditions requiring a target are skipped
* - Uses ability's base cooldownTicks only
*/
public class PlayerAbilityData implements IPlayerAbilityData {
private final PlayerData playerData;
// ═══════════════════════════════════════════════════════════════════
// CONFIGURATION (saved to NBT)
// ═══════════════════════════════════════════════════════════════════
/**
* List of unlocked ability keys (preset names or built-in keys).
* Order matters - determines selection index.
*/
private List<String> unlockedAbilities = new ArrayList<>();
/**
* Currently selected ability index in the unlocked list.
*/
private int selectedIndex = 0;
/**
* Tracks whether the current animation was started by an ability.
* Persisted to NBT so orphaned ability animations can be detected and
* cleared on login (ability state is transient, but animation state is not).
*/
private boolean playingAbilityAnimation = false;
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// ═══════════════════════════════════════════════════════════════════
// RUNTIME STATE (not saved)
// ═══════════════════════════════════════════════════════════════════
/**
* Universal cooldown end time (shared across all abilities).
*/
private transient long cooldownEndTime = 0;
/**
* Currently executing ability instance (null if none).
*/
private transient Ability currentAbility;
/**
* Current ability's key (for cooldown tracking after completion).
*/
private transient String currentAbilityKey;
/**
* Target for the current ability (can be null for self-targeting).
*/
private transient EntityLivingBase currentTarget;
/**
* Rotation lock state - freezes player yaw/pitch during ability phases.
*/
private transient boolean rotationLocked = false;
private transient float lockedYaw = 0;
private transient float lockedPitch = 0;
/**
* Position lock state - freezes player position during ability phases.
*/
private transient boolean positionLocked = false;
private transient double lockedPosX = 0;
private transient double lockedPosY = 0;
private transient double lockedPosZ = 0;
/**
* Last synced state flags byte for change detection (avoids spamming packets).
*/
private transient byte lastSyncedFlags = 0;
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// ═══════════════════════════════════════════════════════════════════
// CONSTRUCTOR
// ═══════════════════════════════════════════════════════════════════
public PlayerAbilityData(PlayerData playerData) {
this.playerData = playerData;
}
// ═══════════════════════════════════════════════════════════════════
// TICK - Called from player tick handler
// ═══════════════════════════════════════════════════════════════════
/**
* Main tick method - handles ability execution.
* Should be called every server tick.
*/
public void tick(EntityPlayer player) {
if (player.worldObj.isRemote || player.isDead) {
return;
}
if (currentAbility != null && currentAbility.isExecuting()) {
tickCurrentAbility(player);
// Apply rotation and position locks after ability tick
applyRotationControl(player);
applyPositionLock(player);
// Sync lock state to client (only sends when flags change)
syncAbilityStateIfNeeded(player);
} else {
// Safety: release orphaned locks if no ability is executing
if (rotationLocked || positionLocked) {
releaseRotationControl();
releaseLockedPosition();
syncAbilityStateClear(player);
}
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}
}
/**
* Tick the currently executing ability.
*/
private void tickCurrentAbility(EntityPlayer player) {
AbilityPhase oldPhase = currentAbility.getPhase();
// Tick advances time and possibly changes phase
boolean phaseChanged = currentAbility.tick();
// Fire tick event for scripts
firePlayerTickEvent(player, currentAbility, currentTarget);
// Fire extender tick hook (e.g., per-tick resource drain)
if (!AbilityController.Instance.fireOnAbilityTick(currentAbility, player, currentTarget,
currentAbility.getPhase(), currentAbility.getCurrentTick())) {
interruptCurrentAbility();
return;
}
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switch (currentAbility.getPhase()) {
case WINDUP:
if (phaseChanged && oldPhase == AbilityPhase.BURST_DELAY) {
// Burst replay: re-enter windup - set up locks
if (currentAbility.isRotationLockedDuringWindup()) {
captureLockedRotation(player);
}
if (currentAbility.isMovementLockedDuringWindup() && !currentAbility.hasAbilityMovement()) {
captureLockedPosition(player);
}
spawnTelegraph(currentAbility, player, null);
playAbilitySound(player, currentAbility.getWindUpSound());
playAbilityAnimation(currentAbility.getWindUpAnimation());
}
currentAbility.onWindUpTick(player, currentTarget, currentAbility.getCurrentTick());
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break;
case ACTIVE:
if (phaseChanged && (oldPhase == AbilityPhase.WINDUP || oldPhase == AbilityPhase.BURST_DELAY)) {
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// Just entered ACTIVE phase - lock all telegraph positions
for (TelegraphInstance telegraph : currentAbility.getTelegraphInstances()) {
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telegraph.lockPosition();
}
// Remove telegraph unless the ability keeps it during active phase
if (!currentAbility.keepTelegraphDuringActive()) {
removeTelegraph(currentAbility, player);
}
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// Handle rotation control transition from WINDUP to ACTIVE
if (currentAbility.isRotationLockedDuringActive()) {
if (!rotationLocked) {
captureLockedRotation(player);
}
} else if (rotationLocked) {
releaseRotationControl();
}
// Handle position lock transition from WINDUP to ACTIVE
if (currentAbility.isMovementLockedDuringActive() && !currentAbility.hasAbilityMovement()) {
if (!positionLocked) {
captureLockedPosition(player);
}
} else if (positionLocked) {
releaseLockedPosition();
}
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// Play active sound and animation
playAbilitySound(player, currentAbility.getActiveSound());
playAbilityAnimation(currentAbility.getActiveAnimation());
// Fire execute event (cancelable)
if (firePlayerExecuteEvent(player, currentAbility, currentTarget)) {
return; // Cancelled
}
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// Call onExecute
currentAbility.onExecute(player, currentTarget);
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if (currentAbility.getPhase() == AbilityPhase.IDLE) {
handleAbilityCompletion(player);
return;
}
}
currentAbility.onActiveTick(player, currentTarget, currentAbility.getCurrentTick());
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if (currentAbility.getPhase() == AbilityPhase.IDLE) {
handleAbilityCompletion(player);
return;
}
// Auto-complete for burst overlap mode (entities fly independently)
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if (currentAbility.isBurstEnabled()
&& currentAbility.getBurstIndex() < currentAbility.getBurstAmount()
&& currentAbility.getPhase() == AbilityPhase.ACTIVE
&& currentAbility.isReadyForBurstCompletion(currentAbility.getCurrentTick())) {
currentAbility.signalCompletion();
}
// Release locks during burst delay
if (currentAbility.getPhase() == AbilityPhase.BURST_DELAY) {
if (rotationLocked) releaseRotationControl();
if (positionLocked) releaseLockedPosition();
}
break;
case BURST_DELAY:
// Free movement and rotation during burst delay
if (rotationLocked) releaseRotationControl();
if (positionLocked) releaseLockedPosition();
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break;
case DAZED:
// Player is dazed - just wait
break;
case IDLE:
handleAbilityCompletion(player);
break;
}
}
/**
* Handle ability completion.
*/
private void handleAbilityCompletion(EntityPlayer player) {
if (currentAbility == null) return;
// Fire extender complete hook
AbilityController.Instance.fireOnAbilityComplete(currentAbility, player, currentTarget, false);
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currentAbility.onComplete(player, currentTarget);
// Fire complete event
firePlayerCompleteEvent(player, currentAbility, currentTarget);
// Release all locks
releaseRotationControl();
releaseLockedPosition();
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// Apply universal cooldown (using base cooldownTicks only, not min/max random)
if (!currentAbility.isIgnoreCooldown()) {
cooldownEndTime = player.worldObj.getTotalWorldTime() + currentAbility.getCooldownTicks();
}
// Stop animation
stopAbilityAnimation();
currentAbility = null;
currentAbilityKey = null;
currentTarget = null;
// Send cleared state to client
syncAbilityStateClear(player);
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}
// ═══════════════════════════════════════════════════════════════════
// ABILITY ACTIVATION - Called on Special Key press
// ═══════════════════════════════════════════════════════════════════
/**
* Activate the currently selected ability.
* Called when the player presses the Special Key.
*
* @param player The player
* @return true if the ability was started
*/
public boolean activateAbility(EntityPlayer player) {
if (player.worldObj.isRemote) return false;
if (unlockedAbilities.isEmpty()) return false;
if (selectedIndex < 0 || selectedIndex >= unlockedAbilities.size()) return false;
String key = unlockedAbilities.get(selectedIndex);
return activateAbility(player, key);
}
/**
* Activate a specific ability by key.
*
* @param player The player
* @param key The ability key (built-in or preset name)
* @return true if the ability was started
*/
public boolean activateAbility(EntityPlayer player, String key) {
if (player.worldObj.isRemote || key == null || key.isEmpty()) return false;
// Can't activate if already executing
if (currentAbility != null && currentAbility.isExecuting()) return false;
// Resolve ability from controller
if (AbilityController.Instance == null) return false;
Ability ability = AbilityController.Instance.resolveAbility(key);
if (ability == null) return false;
// Check user type allows player
if (!ability.getAllowedBy().allowsPlayer()) return false;
// Check universal cooldown
if (!ability.isIgnoreCooldown() && isOnCooldown(player)) return false;
// Check conditions (skip target-requiring ones)
if (!ability.checkConditionsForPlayer(player)) return false;
// Fire extender start hook (e.g., resource cost checks)
if (!AbilityController.Instance.fireOnAbilityStart(ability, player, null)) {
return false;
}
// Fire start event (cancelable)
if (firePlayerStartEvent(player, ability)) {
return false; // Cancelled
}
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// Start the ability
currentAbility = ability;
currentAbilityKey = key;
currentTarget = null; // Players don't have auto-targets
ability.start(null);
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if (ability.getPhase() == AbilityPhase.ACTIVE) {
// Windup was 0 — skip telegraph/windup and go straight to active
if (ability.isRotationLockedDuringActive()) {
captureLockedRotation(player);
}
if (ability.isMovementLockedDuringActive() && !ability.hasAbilityMovement()) {
captureLockedPosition(player);
}
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executeImmediate(ability, player);
} else {
// Normal windup flow
if (ability.isRotationLockedDuringWindup()) {
captureLockedRotation(player);
}
if (ability.isMovementLockedDuringWindup() && !ability.hasAbilityMovement()) {
captureLockedPosition(player);
}
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spawnTelegraph(ability, player, null);
playAbilitySound(player, ability.getWindUpSound());
playAbilityAnimation(ability.getWindUpAnimation());
}
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return true;
}
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/**
* Execute an ability immediately (no windup).
* Called when windUpTicks is 0.
*/
private void executeImmediate(Ability ability, EntityPlayer player) {
// Play active sound and animation
playAbilitySound(player, ability.getActiveSound());
playAbilityAnimation(ability.getActiveAnimation());
// Fire execute event (cancelable)
if (firePlayerExecuteEvent(player, ability, currentTarget)) {
return; // Cancelled
}
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// Call onExecute
ability.onExecute(player, currentTarget);
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// Check if ability completed during onExecute
if (ability.getPhase() == AbilityPhase.IDLE) {
handleAbilityCompletion(player);
}
}
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// ═══════════════════════════════════════════════════════════════════
// CLIENT SYNC
// ═══════════════════════════════════════════════════════════════════
/**
* Sync ability data to the client.
* Called when abilities change (unlock/lock/select) and on login.
*/
public void syncToClient() {
EntityPlayer player = playerData.player;
if (player instanceof EntityPlayerMP) {
PlayerAbilitySyncPacket.sendToPlayer((EntityPlayerMP) player);
}
}
// ═══════════════════════════════════════════════════════════════════
// SELECTION
// ═══════════════════════════════════════════════════════════════════
public int getSelectedIndex() {
return selectedIndex;
}
public void setSelectedIndex(int index) {
if (index >= 0 && index < unlockedAbilities.size()) {
this.selectedIndex = index;
syncToClient();
}
}
public void selectNext() {
if (unlockedAbilities.isEmpty()) return;
selectedIndex = (selectedIndex + 1) % unlockedAbilities.size();
syncToClient();
}
public void selectPrevious() {
if (unlockedAbilities.isEmpty()) return;
selectedIndex = (selectedIndex - 1 + unlockedAbilities.size()) % unlockedAbilities.size();
syncToClient();
}
public String getSelectedAbilityKey() {
if (unlockedAbilities.isEmpty() || selectedIndex < 0 || selectedIndex >= unlockedAbilities.size()) {
return null;
}
return unlockedAbilities.get(selectedIndex);
}
// ═══════════════════════════════════════════════════════════════════
// UNLOCKED ABILITIES
// ═══════════════════════════════════════════════════════════════════
public List<String> getUnlockedAbilityList() {
return unlockedAbilities;
}
@Override
public String[] getUnlockedAbilities() {
return unlockedAbilities.toArray(new String[0]);
}
public void setUnlockedAbilities(List<String> abilities) {
this.unlockedAbilities = abilities != null ? new ArrayList<>(abilities) : new ArrayList<>();
// Clamp selected index
if (selectedIndex >= unlockedAbilities.size()) {
selectedIndex = Math.max(0, unlockedAbilities.size() - 1);
}
syncToClient();
}
public void unlockAbility(String key) {
if (key != null && !key.isEmpty() && !unlockedAbilities.contains(key)) {
unlockedAbilities.add(key);
syncToClient();
}
}
public void lockAbility(String key) {
unlockedAbilities.remove(key);
if (selectedIndex >= unlockedAbilities.size()) {
selectedIndex = Math.max(0, unlockedAbilities.size() - 1);
}
syncToClient();
}
public boolean hasUnlockedAbility(String key) {
return unlockedAbilities.contains(key);
}
// ═══════════════════════════════════════════════════════════════════
// COOLDOWNS
// ═══════════════════════════════════════════════════════════════════
public boolean isOnCooldown(EntityPlayer player) {
return player.worldObj.getTotalWorldTime() < cooldownEndTime;
}
/**
* Check if a specific ability key is on cooldown.
* Currently uses universal cooldown (same for all abilities).
*/
public boolean isOnCooldown(String key, EntityPlayer player) {
return isOnCooldown(player);
}
public long getRemainingCooldown(EntityPlayer player) {
long remaining = cooldownEndTime - player.worldObj.getTotalWorldTime();
return remaining > 0 ? remaining : 0;
}
/**
* Reset cooldown for a specific ability key.
* Currently resets the universal cooldown.
*/
public void resetCooldown(String key) {
cooldownEndTime = 0;
}
/**
* Reset all cooldowns.
*/
public void resetAllCooldowns() {
cooldownEndTime = 0;
}
@Override
public boolean activateAbility() {
return activateAbility(playerData.player);
}
@Override
public boolean activateAbility(String key) {
return activateAbility(playerData.player, key);
}
// ═══════════════════════════════════════════════════════════════════
// STATE QUERIES
// ═══════════════════════════════════════════════════════════════════
public boolean isExecutingAbility() {
return currentAbility != null && currentAbility.isExecuting();
}
public Ability getCurrentAbility() {
return currentAbility;
}
public void interruptCurrentAbility() {
interruptCurrentAbility(null, 0);
}
public void interruptCurrentAbility(DamageSource source, float damage) {
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if (currentAbility != null && currentAbility.isExecuting()) {
// Fire extender complete hook (interrupted)
AbilityController.Instance.fireOnAbilityComplete(currentAbility, playerData.player, currentTarget, true);
// Fire interrupt event
firePlayerInterruptEvent(playerData.player, currentAbility, currentTarget, source, damage);
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currentAbility.interrupt();
stopAbilityAnimation();
releaseRotationControl();
releaseLockedPosition();
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currentAbility = null;
currentAbilityKey = null;
currentTarget = null;
syncAbilityStateClear(playerData.player);
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}
}
/**
* Handle damage taken while an ability is executing.
* Called from LivingHurtEvent BEFORE damage is applied to health.
* Triggers Guard counter detection and handles ability interruption.
*
* @param source The damage source
* @param amount The damage amount (post-armor)
* @return The modified damage amount (reduced by guard, or 0 if counter absorbs)
*/
public float onDamage(DamageSource source, float amount) {
if (currentAbility == null || !currentAbility.isExecuting()) {
return amount;
}
net.minecraft.entity.Entity sourceEntity = source.getEntity();
EntityLivingBase attacker = sourceEntity instanceof EntityLivingBase ? (EntityLivingBase) sourceEntity : null;
// Track counter state before calling onDamageTaken
boolean wasCounterTriggered = false;
if (currentAbility instanceof AbilityGuard) {
wasCounterTriggered = ((AbilityGuard) currentAbility).isCounterTriggered();
}
currentAbility.onDamageTaken(playerData.player, attacker, source, amount);
// Guard: handle damage reduction and counter absorption
if (currentAbility instanceof AbilityGuard) {
AbilityGuard guard = (AbilityGuard) currentAbility;
if (guard.isGuarding()) {
// Counter just triggered — absorb full damage
if (!wasCounterTriggered && guard.isCounterTriggered()) {
return 0;
}
// Normal guard — apply flat damage reduction
float reduction = guard.getDamageReductionFactor();
return Math.max(0, amount - reduction);
}
}
// Check for ability interruption
if (currentAbility != null && currentAbility.canInterrupt(source)) {
interruptCurrentAbility(source, amount);
}
return amount;
}
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@Override
public boolean isOnCooldown() {
EntityPlayer player = playerData.player;
if (player == null) return false;
return isOnCooldown(player);
}
@Override
public boolean isOnCooldown(String key) {
EntityPlayer player = playerData.player;
if (player == null) return false;
return isOnCooldown(key, player);
}
@Override
public void resetCooldown() {
cooldownEndTime = 0;
}
/**
* Check if the player's movement should be locked due to an executing ability.
* Used by the tick handler to restrict player movement during ability phases.
*/
public boolean isMovementLocked() {
return currentAbility != null && currentAbility.isExecuting()
&& currentAbility.isMovementLockedForCurrentPhase();
}
// ═══════════════════════════════════════════════════════════════════
// ROTATION CONTROL
// ═══════════════════════════════════════════════════════════════════
/**
* Capture current rotation values to lock player's look direction.
*/
private void captureLockedRotation(EntityPlayer player) {
lockedYaw = player.rotationYaw;
lockedPitch = player.rotationPitch;
rotationLocked = true;
}
/**
* Release rotation lock.
*/
private void releaseRotationControl() {
rotationLocked = false;
}
/**
* Apply rotation control on the server side.
* Enforces locked rotation values on the player entity.
*/
private void applyRotationControl(EntityPlayer player) {
if (!rotationLocked || currentAbility == null) return;
if (currentAbility.isRotationLockedForCurrentPhase()) {
player.rotationYaw = lockedYaw;
player.rotationPitch = lockedPitch;
player.prevRotationYaw = lockedYaw;
player.prevRotationPitch = lockedPitch;
if (player instanceof EntityPlayerMP) {
player.rotationYawHead = lockedYaw;
}
}
}
// ═══════════════════════════════════════════════════════════════════
// POSITION LOCKING
// ═══════════════════════════════════════════════════════════════════
/**
* Capture current position to lock player in place.
*/
private void captureLockedPosition(EntityPlayer player) {
lockedPosX = player.posX;
lockedPosY = player.posY;
lockedPosZ = player.posZ;
positionLocked = true;
}
/**
* Release position lock.
*/
private void releaseLockedPosition() {
positionLocked = false;
}
/**
* Apply position lock on the server side.
* Snaps player back to locked position and zeroes motion.
*/
private void applyPositionLock(EntityPlayer player) {
if (!positionLocked) return;
player.setPosition(lockedPosX, lockedPosY, lockedPosZ);
player.prevPosX = lockedPosX;
player.prevPosY = lockedPosY;
player.prevPosZ = lockedPosZ;
player.motionX = 0;
player.motionY = 0; // Full vertical freeze for position lock
player.motionZ = 0;
}
// ═══════════════════════════════════════════════════════════════════
// ABILITY STATE SYNC
// ═══════════════════════════════════════════════════════════════════
/**
* Build the current ability state flags byte.
*/
private byte getAbilityStateFlags() {
byte flags = 0;
if (currentAbility == null || !currentAbility.isExecuting()) return flags;
if (currentAbility.isMovementLockedForCurrentPhase()) {
flags |= PlayerAbilityStatePacket.FLAG_MOVEMENT_LOCKED;
}
if (rotationLocked && currentAbility.isRotationLockedForCurrentPhase()) {
flags |= PlayerAbilityStatePacket.FLAG_ROTATION_LOCKED;
}
if (currentAbility.hasAbilityMovement() && currentAbility.getPhase() == AbilityPhase.ACTIVE) {
flags |= PlayerAbilityStatePacket.FLAG_HAS_ABILITY_MOVEMENT;
}
if (positionLocked) {
flags |= PlayerAbilityStatePacket.FLAG_POSITION_LOCKED;
}
return flags;
}
/**
* Send ability state to client if flags changed since last sync.
*/
private void syncAbilityStateIfNeeded(EntityPlayer player) {
if (!(player instanceof EntityPlayerMP)) return;
byte flags = getAbilityStateFlags();
if (flags != lastSyncedFlags) {
lastSyncedFlags = flags;
PlayerAbilityStatePacket.sendToPlayer((EntityPlayerMP) player, flags, lockedYaw, lockedPitch);
}
}
/**
* Send cleared (all-zero) state to client. Called on ability completion/interrupt.
*/
private void syncAbilityStateClear(EntityPlayer player) {
if (!(player instanceof EntityPlayerMP)) return;
if (lastSyncedFlags != 0) {
lastSyncedFlags = 0;
PlayerAbilityStatePacket.sendToPlayer((EntityPlayerMP) player, (byte) 0, 0, 0);
}
}
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// ═══════════════════════════════════════════════════════════════════
// TELEGRAPH
// ═══════════════════════════════════════════════════════════════════
private void spawnTelegraph(Ability ability, EntityPlayer player, EntityLivingBase target) {
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List<TelegraphInstance> telegraphs = ability.createTelegraphs(player, target);
if (!telegraphs.isEmpty()) {
ability.setTelegraphInstances(telegraphs);
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if (player instanceof EntityPlayerMP) {
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for (TelegraphInstance telegraph : telegraphs) {
TelegraphSpawnPacket.sendToTracking(telegraph, player);
}
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}
}
}
private void removeTelegraph(Ability ability, EntityPlayer player) {
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List<TelegraphInstance> telegraphs = ability.getTelegraphInstances();
for (TelegraphInstance telegraph : telegraphs) {
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if (player instanceof EntityPlayerMP) {
TelegraphRemovePacket.sendToTracking(telegraph.getInstanceId(), player);
}
}
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ability.setTelegraphInstances(null);
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}
// ═══════════════════════════════════════════════════════════════════
// ANIMATION
// ═══════════════════════════════════════════════════════════════════
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public void playAbilityAnimation(Animation animation) {
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if (animation == null || AnimationController.Instance == null) return;
playerData.animationData.setEnabled(true);
playerData.animationData.setAnimation(animation);
playerData.animationData.updateClient();
playingAbilityAnimation = true;
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}
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public void playAbilityAnimation(int animation) {
if (animation < 0) return;
if (AnimationController.Instance == null) return;
if (AnimationController.Instance.get(animation) == null) return;
playAbilityAnimation((Animation) AnimationController.Instance.get(animation));
}
public void playAbilityAnimation(String animation) {
if (animation.isEmpty()) return;
if (AnimationController.Instance == null) return;
if (AnimationController.Instance.get(animation, true) == null) return;
playAbilityAnimation((Animation) AnimationController.Instance.get(animation, true));
}
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private void stopAbilityAnimation() {
playerData.animationData.setAnimation(null);
playerData.animationData.updateClient();
playingAbilityAnimation = false;
}
/**
* Returns true if an ability-driven animation is currently playing.
* Used by PlayerData.onLogin() to detect orphaned ability animations.
*/
public boolean isPlayingAbilityAnimation() {
return playingAbilityAnimation;
}
/**
* Clears an orphaned ability animation (e.g. after relog when the ability is gone).
* Stops the animation and resets the tracking flag.
*/
public void clearOrphanedAbilityAnimation() {
stopAbilityAnimation();
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}
private void playAbilitySound(EntityPlayer player, String sound) {
if (sound != null && !sound.isEmpty()) {
player.worldObj.playSoundAtEntity(player, sound, 1.0f, 1.0f);
}
}
// ═══════════════════════════════════════════════════════════════════
// SCRIPT EVENTS
// ═══════════════════════════════════════════════════════════════════
/**
* Fire the ability start event. Returns true if cancelled.
*/
private boolean firePlayerStartEvent(EntityPlayer player, Ability ability) {
if (ScriptController.Instance == null) return false;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return false;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.StartEvent event = new PlayerAbilityEvent.StartEvent(iPlayer, ability, null);
return EventHooks.onPlayerAbilityStart(handler, event);
}
/**
* Fire the ability execute event. Returns true if cancelled.
*/
private boolean firePlayerExecuteEvent(EntityPlayer player, Ability ability, EntityLivingBase target) {
if (ScriptController.Instance == null) return false;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return false;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.ExecuteEvent event = new PlayerAbilityEvent.ExecuteEvent(iPlayer, ability, target);
return EventHooks.onPlayerAbilityExecute(handler, event);
}
/**
* Fire the ability tick event.
*/
private void firePlayerTickEvent(EntityPlayer player, Ability ability, EntityLivingBase target) {
if (ScriptController.Instance == null) return;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.TickEvent event = new PlayerAbilityEvent.TickEvent(
iPlayer, ability, target, ability.getPhase().ordinal(), ability.getCurrentTick());
EventHooks.onPlayerAbilityTick(handler, event);
}
/**
* Fire the ability interrupt event.
*/
private void firePlayerInterruptEvent(EntityPlayer player, Ability ability, EntityLivingBase target,
DamageSource source, float damage) {
if (ScriptController.Instance == null) return;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.InterruptEvent event = new PlayerAbilityEvent.InterruptEvent(
iPlayer, ability, target, source, damage);
EventHooks.onPlayerAbilityInterrupt(handler, event);
}
/**
* Fire the ability complete event.
*/
private void firePlayerCompleteEvent(EntityPlayer player, Ability ability, EntityLivingBase target) {
if (ScriptController.Instance == null) return;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.CompleteEvent event = new PlayerAbilityEvent.CompleteEvent(iPlayer, ability, target);
EventHooks.onPlayerAbilityComplete(handler, event);
}
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// ═══════════════════════════════════════════════════════════════════
// NBT SERIALIZATION
// ═══════════════════════════════════════════════════════════════════
public void writeToNBT(NBTTagCompound compound) {
NBTTagList list = new NBTTagList();
for (String key : unlockedAbilities) {
list.appendTag(new NBTTagString(key));
}
compound.setTag("PlayerAbilities", list);
compound.setInteger("PlayerAbilitySelected", selectedIndex);
compound.setBoolean("AbilityAnimating", playingAbilityAnimation);
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}
public void readFromNBT(NBTTagCompound compound) {
unlockedAbilities.clear();
if (compound.hasKey("PlayerAbilities")) {
NBTTagList list = compound.getTagList("PlayerAbilities", 8); // 8 = string tag
for (int i = 0; i < list.tagCount(); i++) {
String key = list.getStringTagAt(i);
if (key != null && !key.isEmpty()) {
unlockedAbilities.add(key);
}
}
}
selectedIndex = compound.getInteger("PlayerAbilitySelected");
// Prune abilities that no longer exist (deleted custom abilities or removed built-ins)
validateUnlockedAbilities();
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if (selectedIndex >= unlockedAbilities.size()) {
selectedIndex = Math.max(0, unlockedAbilities.size() - 1);
}
playingAbilityAnimation = compound.getBoolean("AbilityAnimating");
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}
/**
* Remove any unlocked ability keys that can no longer be resolved.
* Called during load to clean up references to deleted abilities.
*/
private void validateUnlockedAbilities() {
if (AbilityController.Instance == null) return;
Iterator<String> it = unlockedAbilities.iterator();
while (it.hasNext()) {
String key = it.next();
if (!AbilityController.Instance.canResolveAbility(key)) {
it.remove();
LogWriter.info("Removed invalid ability reference from player data: " + key);
}
}
}
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}